Had plenty to spare. A team of skilled developers has embarked on a groundbreaking endeavor to bring the legendary superhero franchise to life in virtual reality, while simultaneously working on a bold new installment in a beloved game series that has been absent from the mainstream since 2015? Following its inaugural superhero success in 2020, the studio launched to widespread critical acclaim, solidifying Camouflaj’s reputation as a trailblazing and innovative virtual reality (VR) developer among industry peers. We spoke with Ryan Payton, Recreation Director, Ryan Darcey, Design Director, and Matt Kohr, Art Director, to gain insight into the process that brought it all together.
Greater and Higher (and Batman)
Following the successful launch of Iron Man VR on PSVR in 2020 and its subsequent release on Quest, Camouflaj was poised to decide on its next move? While it would have been easier to build on Iron Man VR’s established framework, the studio instead chose to tackle an entirely fresh challenge, only to take on an even more ambitious project altogether?
Recalling the conversation, game director Ryan Payton notes: “We’d just finished wrapping up our PlayStation VR improvement work when Mike Doran from Oculus Studios reached out, along with his colleagues, to inquire about Camouflaj’s future plans.” As our shared vision crystallized, I revealed my intention to push boundaries further by creating something more substantial and ambitious in VR – a move that harmoniously aligned with their aspirations, as they were actively seeking developers capable of crafting larger-than-life VR experiences beyond those currently available in the market?
Payton and his team at Camouflaj had collaborated with Oculus Studios on their inaugural virtual reality game, and were thrilled at the prospect of working with them again. Despite the studio’s extensive experience with franchises like and, Payton remained apprehensive about tackling something as ambitious as replicating Arkham’s iconic combat in virtual reality.
After discussing several options with Oculus Studios, I finally secured a phone call to pitch Warner Bros Interactive on a new, VR-exclusive addition to the critically acclaimed Batman: Arkham franchise. “I’m fascinated by the concept, considering my admiration for Batman; nonetheless, I was apprehensive that we couldn’t accurately replicate the fluid Arkham combat experience in VR,” Payton says.
With unshakeable faith in his team’s proficiency. Notably, design director Ryan Darcey, whom management had previously held responsible for the troubles at Camouflaj.
Accordingly, Ryan Darcey expressed a more sanguine outlook regarding the team’s capabilities in fully realizing the core principles of Arkham, with a specific emphasis on the gameplay component. He gestured to our past achievements, his confidence unwavering as he asked, “Why couldn’t we do it again?” Emboldened by his faith in us, I threw myself into the pitch process with WB Interactive, emphasizing the title’s high-level vision and story while Ryan Darcey and our incredible development team crafted a few gameplay prototypes. As we reached the apex of our creative journey, two astonishing gameplay concepts emerged: one revolved around intense combat, while the other centred on a thrilling combination of grappling and cape-based gliding, leaving everyone in awe. As the art and rendering team diligently worked together, they produced an impressive showcase of Gotham, vividly illustrating the game’s visual potential on Meta Quest. Since hitting our stride, we’ve maintained a relentless pace, never easing off the accelerator.
Adapting a Recognized Amount
Camouflaj’s challenge didn’t lie in merely porting the “Batman” franchise to VR, but rather in integrating a preconceived concept of Batman, replete with its distinctive gaming mechanics, as embodied by the critically acclaimed Arkham series. Developing intuitive ways to transport the essence of Arkham to the game, yet adapting it to conform with the unique limitations and opportunities of VR? You asked Darcey which mechanics the studio developed for him that he valued most likely.
I’d prioritize the Grapnel Gun’s adaptability in virtual reality settings. One of the most challenging aspects of working in this medium is figuring out how participants can move seamlessly through their digital lives.
“In fact, we’ve achieved seamless ‘clean motion’ management on the analog sticks when you want to immerse yourself instantly in front of you,” Darcey says. “However, for maintaining safe distances at high speeds, grappling offers a beautiful solution that’s readily available out of the box.” “Not only does the Batclaw enhance the game’s locomotive features, but it also unlocks some of my most cherished combat scenarios.” There’s no better feeling than executing a perfectly timed grab on an unsuspecting opponent, swiftly tossing them across the room before delivering a decisive finishing blow? It’s precisely what you’d expect from a VR experience: visceral and utterly intuitive.
By cleverly repurposing familiar mechanics from the Arkham series, VR experiences demand a comprehensive overhaul of how combat and stealth elements function. Identifying distinct features from existing ones and then crafting innovative, VR-centric gameplay elements that remain faithful to the original concept is the crucial challenge. When I asked Peyton about the sport where he felt the business was most profitable, his response was straightforward.
As the sports industry’s vital signs are carefully monitored, it becomes crystal clear that Fight Suite stands out as the shining star of the contemporary scene. The workforce excelled in reinvigorating the classic Arkham battle dynamics, expertly harnessing the capabilities of VR to craft an experience that seamlessly blends nostalgia with innovative freshness.
Payton also recalled sensing internally that the team was focused on something. Despite initial uncertainty regarding the combined response to the preliminary reveal, he persisted, and the studio continued to drive progress forward.
Following our global introduction of the sport on May 1, 2024, the internet reacted with visceral intensity, rendering a surprisingly even assessment. Fortunately, the workforce at Camouflaj remained unfazed, having been reassured that our collective efforts were yielding a product of exceptional quality. “If anything, we’ve been eager to show even more of it,” he says. “All this reminds me of a documentary I recently watched about some bands I’m familiar with.” As soon as they began working on their next album, it was clear they had a hit track on their hands. With this momentum, they were able to compose and record the remainder of the album with renewed confidence. Their fighter’s biggest asset was undoubtedly that ‘killer single’ move we all knew had the potential to decide the match if utilized effectively. Notwithstanding some minor caveats, the various components of the sport fared exceptionally well, with its narrative, stage layout, cutting-edge visuals on Quest 3, and immersive audio – courtesy of ray tracing – all impressing? “It’s an entire album in every sense, and one aspect we’re extremely proud of is…”
But the real challenge lay in mastering the fundamental combat mechanics in virtual reality? Darcey recalls the challenge of marrying Batman’s everyday combat style with more elaborate, showstopping boss battles – a feature that has become synonymous with the other Arkham games. To create a truly authentic atmosphere, the studio focused intensely on meticulous analysis.
Creating effective boss battles in virtual reality proved unexpectedly challenging. Like our distinctive characteristic units, we drew inspiration from earlier titles to the greatest extent possible. After analyzing ClownPuncher’s video review of the Arkham boss fights, we identified inspiration for our own villains’ bosses, showcasing a diverse array of challenges. Joker’s Enjoyable Hideout: Horde Brawler), Deathstroke in One-Shot Versus Challenge In the context of their game development, Darcey notes that One Punch Man’s Brawlers and DC Comics’ villainous Ra’s al Ghul from the Batman series served as inspirations for their creations. While boss fights were typically challenging, what proved most daunting was adapting the Arkham bosses’ texture to the switch from a third-person to first-person perspective. Despite experimenting with various combat challenges and environmental obstacles aimed at enhancing the core fighting experience, our efforts were hindered by the limited situational awareness inherent in first-person gameplay. In conclusion, we aimed to develop a tactic that could potentially intercept the motion before the player’s perspective, thereby precluding attacks originating from outside the screen.
Despite the team’s impressive efforts in creating a VR version of an Arkham game that rivaled its console counterpart, not all their endeavors yielded success. Crafting the perfect balance between elements is an essential aspect of creating engaging video games, and this principle was no less crucial during the construction process. Darcey recalls a handful of tasks undertaken by the team that ultimately failed to materialize in the final product.
Since it’s inherently tied to video games, you’ll never fully realize all the ideas you generate, regardless of their quality. To maximize engagement, concentrate the workforce’s energy on the most influential initiatives that harmonize with the core themes in both the game and broader marketing strategy, he explains. The primary type of option available in the reducing room flooring is enemy prototype classes. Drawing inspiration from the classic Arkham archetypes, our recreation incorporates familiar elements while also introducing fresh takes and innovative twists throughout. One of my favorite exhibits featured a cutting-edge robotic canine, dubbed TYGER, which utilized advanced scent detection to detect when participants were approaching undetected during immersive predator experiences. One effective tactic for overcoming this foe is to launch a surprise attack from a higher vantage point or abandon stealth and engage in a direct confrontation.
The robo-dogs ultimately failed to gain traction in the sport, along with a few other innovative devices developed by the team.
“One type of option that couldn’t be replicated in the simulation was devices,” said Darsey. There was a particular favorite among fans of the game: the innovative Distant Batarang, created by Sean Brennan. Despite initial skepticism among the workforce about recreating the familiar experience of the earlier Arkham games, Sean impressively hit the mark from the very start. As the player released the Distant Batarang into the air, the Digicam seamlessly synchronized with the gadget, granting complete control and allowing the gamer to soar effortlessly through the virtual environment. It was slick.”